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FontFile

Struct FontFile 

pub struct FontFile { /* private fields */ }
Expand description

Godot class FontFile.

Inherits Font.

Related symbols:

See also Godot docs for FontFile.

§Construction

This class is reference-counted. You can create a new instance using FontFile::new_gd().

§Godot docs

FontFile contains a set of glyphs to represent Unicode characters imported from a font file, as well as a cache of rasterized glyphs, and a set of fallback Fonts to use.

Use FontVariation to access specific OpenType variation of the font, create simulated bold / slanted version, and draw lines of text.

For more complex text processing, use FontVariation in conjunction with TextLine or TextParagraph.

Supported font formats:

  • Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm).

  • Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary (version 3) format variants.

  • Monospace image font importer: All supported image formats.

Note: A character is a symbol that represents an item (letter, digit etc.) in an abstract way.

Note: A glyph is a bitmap or a shape used to draw one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.

Note: If none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.

var f = load("res://BarlowCondensed-Bold.ttf")
$Label.add_theme_font_override("font", f)
$Label.add_theme_font_size_override("font_size", 64)

Implementations§

§

impl FontFile

pub fn load_bitmap_font(&mut self, path: impl AsArg<GString>) -> Error

Loads an AngelCode BMFont (.fnt, .font) bitmap font from file path.

Warning: This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the user:// directory.

pub fn load_dynamic_font(&mut self, path: impl AsArg<GString>) -> Error

Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file path.

Warning: This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the user:// directory.

pub fn set_data(&mut self, data: &PackedArray<u8>)

pub fn get_data(&self) -> PackedArray<u8>

pub fn set_font_name(&mut self, name: impl AsArg<GString>)

pub fn set_font_style_name(&mut self, name: impl AsArg<GString>)

pub fn set_font_style(&mut self, style: FontStyle)

pub fn set_font_weight(&mut self, weight: i32)

pub fn set_font_stretch(&mut self, stretch: i32)

pub fn set_antialiasing(&mut self, antialiasing: FontAntialiasing)

pub fn get_antialiasing(&self) -> FontAntialiasing

pub fn set_disable_embedded_bitmaps(&mut self, disable_embedded_bitmaps: bool)

pub fn get_disable_embedded_bitmaps(&self) -> bool

pub fn set_generate_mipmaps(&mut self, generate_mipmaps: bool)

pub fn get_generate_mipmaps(&self) -> bool

pub fn set_multichannel_signed_distance_field(&mut self, msdf: bool)

pub fn is_multichannel_signed_distance_field(&self) -> bool

pub fn set_msdf_pixel_range(&mut self, msdf_pixel_range: i32)

pub fn get_msdf_pixel_range(&self) -> i32

pub fn set_msdf_size(&mut self, msdf_size: i32)

pub fn get_msdf_size(&self) -> i32

pub fn set_fixed_size(&mut self, fixed_size: i32)

pub fn get_fixed_size(&self) -> i32

pub fn set_fixed_size_scale_mode( &mut self, fixed_size_scale_mode: FixedSizeScaleMode, )

pub fn get_fixed_size_scale_mode(&self) -> FixedSizeScaleMode

pub fn set_allow_system_fallback(&mut self, allow_system_fallback: bool)

pub fn is_allow_system_fallback(&self) -> bool

pub fn set_force_autohinter(&mut self, force_autohinter: bool)

pub fn is_force_autohinter(&self) -> bool

pub fn set_modulate_color_glyphs(&mut self, modulate: bool)

pub fn is_modulate_color_glyphs(&self) -> bool

pub fn set_hinting(&mut self, hinting: Hinting)

pub fn get_hinting(&self) -> Hinting

pub fn set_subpixel_positioning( &mut self, subpixel_positioning: SubpixelPositioning, )

pub fn get_subpixel_positioning(&self) -> SubpixelPositioning

pub fn set_keep_rounding_remainders(&mut self, keep_rounding_remainders: bool)

pub fn get_keep_rounding_remainders(&self) -> bool

pub fn set_oversampling(&mut self, oversampling: f32)

pub fn get_oversampling(&self) -> f32

pub fn get_cache_count(&self) -> i32

Returns number of the font cache entries.

pub fn clear_cache(&mut self)

Removes all font cache entries.

pub fn remove_cache(&mut self, cache_index: i32)

Removes specified font cache entry.

pub fn get_size_cache_list(&self, cache_index: i32) -> Array<Vector2i>

Returns list of the font sizes in the cache. Each size is Vector2i with font size and outline size.

pub fn clear_size_cache(&mut self, cache_index: i32)

Removes all font sizes from the cache entry.

pub fn remove_size_cache(&mut self, cache_index: i32, size: Vector2i)

Removes specified font size from the cache entry.

pub fn set_variation_coordinates( &mut self, cache_index: i32, variation_coordinates: &AnyDictionary, )

Sets variation coordinates for the specified font cache entry. See get_supported_variation_list for more info.

pub fn get_variation_coordinates( &self, cache_index: i32, ) -> Dictionary<Variant, Variant>

Returns variation coordinates for the specified font cache entry. See get_supported_variation_list for more info.

pub fn set_embolden(&mut self, cache_index: i32, strength: f32)

Sets embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.

pub fn get_embolden(&self, cache_index: i32) -> f32

Returns embolden strength, if is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.

pub fn set_transform(&mut self, cache_index: i32, transform: Transform2D)

Sets 2D transform, applied to the font outlines, can be used for slanting, flipping, and rotating glyphs.

pub fn get_transform(&self, cache_index: i32) -> Transform2D

Returns 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.

pub fn set_extra_spacing( &mut self, cache_index: i32, spacing: SpacingType, value: i64, )

Sets the spacing for spacing to value in pixels (not relative to the font size).

pub fn get_extra_spacing(&self, cache_index: i32, spacing: SpacingType) -> i64

Returns spacing for spacing in pixels (not relative to the font size).

pub fn set_extra_baseline_offset( &mut self, cache_index: i32, baseline_offset: f32, )

Sets extra baseline offset (as a fraction of font height).

pub fn get_extra_baseline_offset(&self, cache_index: i32) -> f32

Returns extra baseline offset (as a fraction of font height).

pub fn set_face_index(&mut self, cache_index: i32, face_index: i64)

Sets an active face index in the TrueType / OpenType collection.

pub fn get_face_index(&self, cache_index: i32) -> i64

Returns an active face index in the TrueType / OpenType collection.

pub fn set_cache_ascent(&mut self, cache_index: i32, size: i32, ascent: f32)

Sets the font ascent (number of pixels above the baseline).

pub fn get_cache_ascent(&self, cache_index: i32, size: i32) -> f32

Returns the font ascent (number of pixels above the baseline).

pub fn set_cache_descent(&mut self, cache_index: i32, size: i32, descent: f32)

Sets the font descent (number of pixels below the baseline).

pub fn get_cache_descent(&self, cache_index: i32, size: i32) -> f32

Returns the font descent (number of pixels below the baseline).

pub fn set_cache_underline_position( &mut self, cache_index: i32, size: i32, underline_position: f32, )

Sets pixel offset of the underline below the baseline.

pub fn get_cache_underline_position(&self, cache_index: i32, size: i32) -> f32

Returns pixel offset of the underline below the baseline.

pub fn set_cache_underline_thickness( &mut self, cache_index: i32, size: i32, underline_thickness: f32, )

Sets thickness of the underline in pixels.

pub fn get_cache_underline_thickness(&self, cache_index: i32, size: i32) -> f32

Returns thickness of the underline in pixels.

pub fn set_cache_scale(&mut self, cache_index: i32, size: i32, scale: f32)

Sets scaling factor of the color bitmap font.

pub fn get_cache_scale(&self, cache_index: i32, size: i32) -> f32

Returns scaling factor of the color bitmap font.

pub fn get_texture_count(&self, cache_index: i32, size: Vector2i) -> i32

Returns number of textures used by font cache entry.

pub fn clear_textures(&mut self, cache_index: i32, size: Vector2i)

Removes all textures from font cache entry.

Note: This function will not remove glyphs associated with the texture, use remove_glyph to remove them manually.

pub fn remove_texture( &mut self, cache_index: i32, size: Vector2i, texture_index: i32, )

Removes specified texture from the cache entry.

Note: This function will not remove glyphs associated with the texture. Remove them manually using remove_glyph.

pub fn set_texture_image( &mut self, cache_index: i32, size: Vector2i, texture_index: i32, image: impl AsArg<Option<Gd<Image>>>, )

Sets font cache texture image.

pub fn get_texture_image( &self, cache_index: i32, size: Vector2i, texture_index: i32, ) -> Option<Gd<Image>>

Returns a copy of the font cache texture image.

pub fn set_texture_offsets( &mut self, cache_index: i32, size: Vector2i, texture_index: i32, offset: &PackedArray<i32>, )

Sets array containing glyph packing data.

pub fn get_texture_offsets( &self, cache_index: i32, size: Vector2i, texture_index: i32, ) -> PackedArray<i32>

Returns a copy of the array containing glyph packing data.

pub fn get_glyph_list( &self, cache_index: i32, size: Vector2i, ) -> PackedArray<i32>

Returns list of rendered glyphs in the cache entry.

pub fn clear_glyphs(&mut self, cache_index: i32, size: Vector2i)

Removes all rendered glyph information from the cache entry.

Note: This function will not remove textures associated with the glyphs, use remove_texture to remove them manually.

pub fn remove_glyph(&mut self, cache_index: i32, size: Vector2i, glyph: i32)

Removes specified rendered glyph information from the cache entry.

Note: This function will not remove textures associated with the glyphs, use remove_texture to remove them manually.

pub fn set_glyph_advance( &mut self, cache_index: i32, size: i32, glyph: i32, advance: Vector2, )

Sets glyph advance (offset of the next glyph).

Note: Advance for glyphs outlines is the same as the base glyph advance and is not saved.

pub fn get_glyph_advance( &self, cache_index: i32, size: i32, glyph: i32, ) -> Vector2

Returns glyph advance (offset of the next glyph).

Note: Advance for glyphs outlines is the same as the base glyph advance and is not saved.

pub fn set_glyph_offset( &mut self, cache_index: i32, size: Vector2i, glyph: i32, offset: Vector2, )

Sets glyph offset from the baseline.

pub fn get_glyph_offset( &self, cache_index: i32, size: Vector2i, glyph: i32, ) -> Vector2

Returns glyph offset from the baseline.

pub fn set_glyph_size( &mut self, cache_index: i32, size: Vector2i, glyph: i32, gl_size: Vector2, )

Sets glyph size.

pub fn get_glyph_size( &self, cache_index: i32, size: Vector2i, glyph: i32, ) -> Vector2

Returns glyph size.

pub fn set_glyph_uv_rect( &mut self, cache_index: i32, size: Vector2i, glyph: i32, uv_rect: Rect2, )

Sets rectangle in the cache texture containing the glyph.

pub fn get_glyph_uv_rect( &self, cache_index: i32, size: Vector2i, glyph: i32, ) -> Rect2

Returns rectangle in the cache texture containing the glyph.

pub fn set_glyph_texture_idx( &mut self, cache_index: i32, size: Vector2i, glyph: i32, texture_idx: i32, )

Sets index of the cache texture containing the glyph.

pub fn get_glyph_texture_idx( &self, cache_index: i32, size: Vector2i, glyph: i32, ) -> i32

Returns index of the cache texture containing the glyph.

pub fn get_kerning_list(&self, cache_index: i32, size: i32) -> Array<Vector2i>

Returns list of the kerning overrides.

pub fn clear_kerning_map(&mut self, cache_index: i32, size: i32)

Removes all kerning overrides.

pub fn remove_kerning( &mut self, cache_index: i32, size: i32, glyph_pair: Vector2i, )

Removes kerning override for the pair of glyphs.

pub fn set_kerning( &mut self, cache_index: i32, size: i32, glyph_pair: Vector2i, kerning: Vector2, )

Sets kerning for the pair of glyphs.

pub fn get_kerning( &self, cache_index: i32, size: i32, glyph_pair: Vector2i, ) -> Vector2

Returns kerning for the pair of glyphs.

pub fn render_range( &mut self, cache_index: i32, size: Vector2i, start: u32, end: u32, )

Renders the range of characters to the font cache texture.

pub fn render_glyph(&mut self, cache_index: i32, size: Vector2i, index: i32)

Renders specified glyph to the font cache texture.

pub fn set_language_support_override( &mut self, language: impl AsArg<GString>, supported: bool, )

Adds override for is_language_supported.

pub fn get_language_support_override( &self, language: impl AsArg<GString>, ) -> bool

Returns true if support override is enabled for the language.

pub fn remove_language_support_override( &mut self, language: impl AsArg<GString>, )

Remove language support override.

pub fn get_language_support_overrides(&self) -> PackedArray<GString>

Returns list of language support overrides.

pub fn set_script_support_override( &mut self, script: impl AsArg<GString>, supported: bool, )

Adds override for is_script_supported.

pub fn get_script_support_override(&self, script: impl AsArg<GString>) -> bool

Returns true if support override is enabled for the script.

pub fn remove_script_support_override(&mut self, script: impl AsArg<GString>)

Removes script support override.

pub fn get_script_support_overrides(&self) -> PackedArray<GString>

Returns list of script support overrides.

pub fn set_opentype_feature_overrides(&mut self, overrides: &AnyDictionary)

pub fn get_opentype_feature_overrides(&self) -> Dictionary<Variant, Variant>

pub fn get_glyph_index( &self, size: i32, char: u32, variation_selector: u32, ) -> i32

Returns the glyph index of a char, optionally modified by the variation_selector.

pub fn get_char_from_glyph_index(&self, size: i32, glyph_index: i32) -> u32

Returns character code associated with glyph_index, or 0 if glyph_index is invalid. See get_glyph_index.

Methods from Deref<Target = Font>§

pub fn set_fallbacks(&mut self, fallbacks: &Array<Gd<Font>>)

pub fn get_fallbacks(&self) -> Array<Gd<Font>>

pub fn find_variation(&self, variation_coordinates: &AnyDictionary) -> Rid

To set the default parameters, use find_variation_ex and its builder methods. See the book for detailed usage instructions. Returns TextServer RID of the font cache for specific variation.

pub fn find_variation_ex<'ex>( &'ex self, variation_coordinates: &'ex AnyDictionary, ) -> ExFindVariation<'ex>

Returns TextServer RID of the font cache for specific variation.

pub fn get_rids(&self) -> Array<Rid>

Returns Array of valid Font RIDs, which can be passed to the TextServer methods.

pub fn get_height(&self) -> f32

To set the default parameters, use get_height_ex and its builder methods. See the book for detailed usage instructions. Returns the total average font height (ascent plus descent) in pixels.

Note: Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line).

pub fn get_height_ex<'ex>(&'ex self) -> ExGetHeight<'ex>

Returns the total average font height (ascent plus descent) in pixels.

Note: Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line).

pub fn get_ascent(&self) -> f32

To set the default parameters, use get_ascent_ex and its builder methods. See the book for detailed usage instructions. Returns the average font ascent (number of pixels above the baseline).

Note: Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).

pub fn get_ascent_ex<'ex>(&'ex self) -> ExGetAscent<'ex>

Returns the average font ascent (number of pixels above the baseline).

Note: Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).

pub fn get_descent(&self) -> f32

To set the default parameters, use get_descent_ex and its builder methods. See the book for detailed usage instructions. Returns the average font descent (number of pixels below the baseline).

Note: Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).

pub fn get_descent_ex<'ex>(&'ex self) -> ExGetDescent<'ex>

Returns the average font descent (number of pixels below the baseline).

Note: Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line).

pub fn get_underline_position(&self) -> f32

To set the default parameters, use get_underline_position_ex and its builder methods. See the book for detailed usage instructions. Returns average pixel offset of the underline below the baseline.

Note: Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.

pub fn get_underline_position_ex<'ex>(&'ex self) -> ExGetUnderlinePosition<'ex>

Returns average pixel offset of the underline below the baseline.

Note: Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.

pub fn get_underline_thickness(&self) -> f32

To set the default parameters, use get_underline_thickness_ex and its builder methods. See the book for detailed usage instructions. Returns average thickness of the underline.

Note: Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.

pub fn get_underline_thickness_ex<'ex>( &'ex self, ) -> ExGetUnderlineThickness<'ex>

Returns average thickness of the underline.

Note: Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate.

pub fn get_font_name(&self) -> GString

Returns font family name.

pub fn get_font_style_name(&self) -> GString

Returns font style name.

pub fn get_ot_name_strings(&self) -> Dictionary<Variant, Variant>

Returns Dictionary with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).

pub fn get_font_style(&self) -> FontStyle

Returns font style flags.

pub fn get_font_weight(&self) -> i32

Returns weight (boldness) of the font. A value in the 100...999 range, normal font weight is 400, bold font weight is 700.

pub fn get_font_stretch(&self) -> i32

Returns font stretch amount, compared to a normal width. A percentage value between 50% and 200%.

pub fn get_spacing(&self, spacing: SpacingType) -> i32

Returns the amount of spacing for the given spacing type.

pub fn get_opentype_features(&self) -> Dictionary<Variant, Variant>

Returns a set of OpenType feature tags. More info: OpenType feature tags.

pub fn set_cache_capacity(&mut self, single_line: i32, multi_line: i32)

Sets LRU cache capacity for draw_* methods.

pub fn get_string_size(&self, text: impl AsArg<GString>) -> Vector2

To set the default parameters, use get_string_size_ex and its builder methods. See the book for detailed usage instructions. Returns the size of a bounding box of a single-line string, taking kerning, advance and subpixel positioning into account. See also get_multiline_string_size and draw_string.

For example, to get the string size as displayed by a single-line Label, use:

var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))

Note: Since kerning, advance and subpixel positioning are taken into account by get_string_size, using separate get_string_size calls on substrings of a string then adding the results together will return a different result compared to using a single get_string_size call on the full string.

Note: Real height of the string is context-dependent and can be significantly different from the value returned by get_height.

pub fn get_string_size_ex<'ex>( &'ex self, text: impl AsArg<GString> + 'ex, ) -> ExGetStringSize<'ex>

Returns the size of a bounding box of a single-line string, taking kerning, advance and subpixel positioning into account. See also get_multiline_string_size and draw_string.

For example, to get the string size as displayed by a single-line Label, use:

var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))

Note: Since kerning, advance and subpixel positioning are taken into account by get_string_size, using separate get_string_size calls on substrings of a string then adding the results together will return a different result compared to using a single get_string_size call on the full string.

Note: Real height of the string is context-dependent and can be significantly different from the value returned by get_height.

pub fn get_multiline_string_size(&self, text: impl AsArg<GString>) -> Vector2

To set the default parameters, use get_multiline_string_size_ex and its builder methods. See the book for detailed usage instructions. Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.

See also draw_multiline_string.

pub fn get_multiline_string_size_ex<'ex>( &'ex self, text: impl AsArg<GString> + 'ex, ) -> ExGetMultilineStringSize<'ex>

Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account.

See also draw_multiline_string.

pub fn draw_string( &self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString>, )

To set the default parameters, use draw_string_ex and its builder methods. See the book for detailed usage instructions. Draw text into a canvas item using the font, at a given position, with modulate color, optionally clipping the width and aligning horizontally. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_string.

pub fn draw_string_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString> + 'ex, ) -> ExDrawString<'ex>

Draw text into a canvas item using the font, at a given position, with modulate color, optionally clipping the width and aligning horizontally. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_string.

pub fn draw_multiline_string( &self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString>, )

To set the default parameters, use draw_multiline_string_ex and its builder methods. See the book for detailed usage instructions. Breaks text into lines using rules specified by brk_flags and draws it into a canvas item using the font, at a given position, with modulate color, optionally clipping the width and aligning horizontally. pos specifies the baseline of the first line, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_multiline_string.

pub fn draw_multiline_string_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString> + 'ex, ) -> ExDrawMultilineString<'ex>

Breaks text into lines using rules specified by brk_flags and draws it into a canvas item using the font, at a given position, with modulate color, optionally clipping the width and aligning horizontally. pos specifies the baseline of the first line, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_multiline_string.

pub fn draw_string_outline( &self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString>, )

To set the default parameters, use draw_string_outline_ex and its builder methods. See the book for detailed usage instructions. Draw text outline into a canvas item using the font, at a given position, with modulate color and size outline size, optionally clipping the width and aligning horizontally. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_string_outline.

pub fn draw_string_outline_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString> + 'ex, ) -> ExDrawStringOutline<'ex>

Draw text outline into a canvas item using the font, at a given position, with modulate color and size outline size, optionally clipping the width and aligning horizontally. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_string_outline.

pub fn draw_multiline_string_outline( &self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString>, )

To set the default parameters, use draw_multiline_string_outline_ex and its builder methods. See the book for detailed usage instructions. Breaks text to the lines using rules specified by brk_flags and draws text outline into a canvas item using the font, at a given position, with modulate color and size outline size, optionally clipping the width and aligning horizontally. pos specifies the baseline of the first line, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_multiline_string_outline.

pub fn draw_multiline_string_outline_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, text: impl AsArg<GString> + 'ex, ) -> ExDrawMultilineStringOutline<'ex>

Breaks text to the lines using rules specified by brk_flags and draws text outline into a canvas item using the font, at a given position, with modulate color and size outline size, optionally clipping the width and aligning horizontally. pos specifies the baseline of the first line, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

See also draw_multiline_string_outline.

pub fn get_char_size(&self, char: u32, font_size: i32) -> Vector2

Returns the size of a character. Does not take kerning into account.

Note: Do not use this function to calculate width of the string character by character, use get_string_size or TextLine instead. The height returned is the font height (see also get_height) and has no relation to the glyph height.

pub fn draw_char( &self, canvas_item: Rid, pos: Vector2, char: u32, font_size: i32, ) -> f32

To set the default parameters, use draw_char_ex and its builder methods. See the book for detailed usage instructions. Draw a single Unicode character char into a canvas item using the font, at a given position, with modulate color. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

Note: Do not use this function to draw strings character by character, use draw_string or TextLine instead.

pub fn draw_char_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, char: u32, font_size: i32, ) -> ExDrawChar<'ex>

Draw a single Unicode character char into a canvas item using the font, at a given position, with modulate color. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

Note: Do not use this function to draw strings character by character, use draw_string or TextLine instead.

pub fn draw_char_outline( &self, canvas_item: Rid, pos: Vector2, char: u32, font_size: i32, ) -> f32

To set the default parameters, use draw_char_outline_ex and its builder methods. See the book for detailed usage instructions. Draw a single Unicode character char outline into a canvas item using the font, at a given position, with modulate color and size outline size. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

Note: Do not use this function to draw strings character by character, use draw_string or TextLine instead.

pub fn draw_char_outline_ex<'ex>( &'ex self, canvas_item: Rid, pos: Vector2, char: u32, font_size: i32, ) -> ExDrawCharOutline<'ex>

Draw a single Unicode character char outline into a canvas item using the font, at a given position, with modulate color and size outline size. pos specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. If oversampling is greater than zero, it is used as font oversampling factor, otherwise viewport oversampling settings are used.

Note: Do not use this function to draw strings character by character, use draw_string or TextLine instead.

pub fn has_char(&self, char: u32) -> bool

Returns true if a Unicode char is available in the font.

pub fn get_supported_chars(&self) -> GString

Returns a string containing all the characters available in the font.

If a given character is included in more than one font data source, it appears only once in the returned string.

pub fn is_language_supported(&self, language: impl AsArg<GString>) -> bool

Returns true if the font supports the given language (as a ISO 639 code).

pub fn is_script_supported(&self, script: impl AsArg<GString>) -> bool

Returns true if the font supports the given script (as a ISO 15924 code).

pub fn get_supported_feature_list(&self) -> Dictionary<Variant, Variant>

Returns list of OpenType features supported by font.

pub fn get_supported_variation_list(&self) -> Dictionary<Variant, Variant>

Returns list of supported variation coordinates, each coordinate is returned as tag: Vector3i(min_value,max_value,default_value).

Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant.

To print available variation axes of a variable font:

var fv = FontVariation.new()
fv.base_font = load("res://RobotoFlex.ttf")
var variation_list = fv.get_supported_variation_list()
for tag in variation_list:
	var name = TextServerManager.get_primary_interface().tag_to_name(tag)
	var values = variation_list[tag]
	print("variation axis: %s (%d)\n\tmin, max, default: %s" % [name, tag, values])

Note: To set and get variation coordinates of a FontVariation, use [member FontVariation.variation_opentype].

pub fn get_face_count(&self) -> i64

Returns number of faces in the TrueType / OpenType collection.

Methods from Deref<Target = Resource>§

pub fn set_path(&mut self, path: impl AsArg<GString>)

pub fn take_over_path(&mut self, path: impl AsArg<GString>)

Sets the [member resource_path] to path, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.

pub fn get_path(&self) -> GString

pub fn set_path_cache(&mut self, path: impl AsArg<GString>)

Sets the resource’s path to path without involving the resource cache. Useful for handling [enum ResourceFormatLoader.CacheMode] values when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.

pub fn set_name(&mut self, name: impl AsArg<GString>)

pub fn get_name(&self) -> GString

pub fn get_rid(&self) -> Rid

Returns the RID of this resource (or an empty RID). Many resources (such as Texture2D, Mesh, and so on) are high-level abstractions of resources stored in a specialized server (DisplayServer, RenderingServer, etc.), so this function will return the original RID.

pub fn set_local_to_scene(&mut self, enable: bool)

pub fn is_local_to_scene(&self) -> bool

pub fn get_local_scene(&self) -> Option<Gd<Node>>

If [member resource_local_to_scene] is set to true and the resource has been loaded from a PackedScene instantiation, returns the root Node of the scene where this resource is used. Otherwise, returns null.

pub fn setup_local_to_scene(&mut self)

Calls setup_local_to_scene. If [member resource_local_to_scene] is set to true, this method is automatically called from instantiate by the newly duplicated resource within the scene instance.

pub fn reset_state(&mut self)

Makes the resource clear its non-exported properties. See also reset_state. Useful when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.

pub fn set_id_for_path( &mut self, path: impl AsArg<GString>, id: impl AsArg<GString>, )

In the internal cache for scene-unique IDs, sets the ID of this resource to id for the scene at path. If id is empty, the cache entry for path is cleared. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.

Note: This method is only implemented when running in an editor context.

pub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString

From the internal cache for scene-unique IDs, returns the ID of this resource for the scene at path. If there is no entry, an empty string is returned. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.

Note: This method is only implemented when running in an editor context. At runtime, it returns an empty string.

pub fn is_built_in(&self) -> bool

Returns true if the resource is saved on disk as a part of another resource’s file.

pub fn set_scene_unique_id(&mut self, id: impl AsArg<GString>)

pub fn get_scene_unique_id(&self) -> GString

pub fn emit_changed(&mut self)

Emits the changed signal. This method is called automatically for some built-in resources.

Note: For custom resources, it’s recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom Objects depending on the resource are properly updated.

var damage:
	set(new_value):
		if damage != new_value:
			damage = new_value
			emit_changed()

pub fn duplicate(&self) -> Option<Gd<Resource>>

👎Deprecated:

Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().

To set the default parameters, use duplicate_ex and its builder methods. See the book for detailed usage instructions. Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.

If deep is false, a shallow copy is returned: nested Array, Dictionary, and Resource properties are not duplicated and are shared with the original resource.

If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.

The following exceptions apply:

Note: For custom resources, this method will fail if init has been defined with required parameters.

Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.

pub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>

👎Deprecated:

Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().

Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.

If deep is false, a shallow copy is returned: nested Array, Dictionary, and Resource properties are not duplicated and are shared with the original resource.

If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.

The following exceptions apply:

Note: For custom resources, this method will fail if init has been defined with required parameters.

Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.

pub fn duplicate_deep(&self) -> Option<Gd<Resource>>

👎Deprecated:

Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().

To set the default parameters, use duplicate_deep_ex and its builder methods. See the book for detailed usage instructions. Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.

pub fn duplicate_deep_ex<'ex>(&'ex self) -> ExDuplicateDeep<'ex>

👎Deprecated:

Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().

Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.

Methods from Deref<Target = RefCounted>§

pub fn get_reference_count(&self) -> i32

Returns the current reference count.

Methods from Deref<Target = Object>§

pub fn get_script(&self) -> Option<Gd<Script>>

pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)

pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error

pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error

pub fn get_class(&self) -> GString

Returns the object’s built-in class name, as a String. See also is_class.

Note: This method ignores class_name declarations. If this object’s script has defined a class_name, the base, built-in class name is returned instead.

pub fn is_class(&self, class: impl AsArg<GString>) -> bool

Returns true if the object inherits from the given class. See also get_class.

var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node")     # Returns true
sprite2d.is_class("Node3D")   # Returns false

Note: This method ignores class_name declarations in the object’s script.

pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)

Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.

var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

pub fn get(&self, property: impl AsArg<StringName>) -> Variant

Returns the Variant value of the given property. If the property does not exist, this method returns null.

var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )

Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.

var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)

Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant

Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.

Examples: "position:x" or "material:next_pass:blend_mode".

var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position")   # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10

Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.

pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>

Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the property’s name, as a String;

  • class_name is an empty StringName, unless the property is VariantType::OBJECT and it inherits from a class;

  • type is the property’s type, as an int (see [enum Variant.Type]);

  • hint is how the property is meant to be edited (see [enum PropertyHint]);

  • hint_string depends on the hint (see [enum PropertyHint]);

  • usage is a combination of [enum PropertyUsageFlags].

Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.

pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>

Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the name of the method, as a String;

  • args is an Array of dictionaries representing the arguments;

  • default_args is the default arguments as an Array of variants;

  • flags is a combination of [enum MethodFlags];

  • id is the method’s internal identifier int;

  • return is the returned value, as a Dictionary;

Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.

pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool

Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.

Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.

pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant

Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.

Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.

pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)

Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.

If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn remove_meta(&mut self, name: impl AsArg<StringName>)

Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant

To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions. Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>

Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool

Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn get_meta_list(&self) -> Array<StringName>

Returns the object’s metadata entry names as an Array of StringNames.

pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)

To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions. Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.

add_user_signal("hurt", [
	{ "name": "damage", "type": TYPE_INT },
	{ "name": "source", "type": TYPE_OBJECT }
])

pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>

Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.

add_user_signal("hurt", [
	{ "name": "damage", "type": TYPE_INT },
	{ "name": "source", "type": TYPE_OBJECT }
])

pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool

Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.

pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)

Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.

pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error

Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.

emit_signal("hit", "sword", 100)
emit_signal("game_over")

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

Calls the method on the object during idle time. Always returns null, not the method’s result.

Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.

This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)

For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.

See also call_deferred.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.

var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)
§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )

Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.

var node = Node2D.new()
add_child(node)

node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5

await get_tree().process_frame
print(node.rotation) # Prints 3.0

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant

Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.

var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

pub fn has_method(&self, method: impl AsArg<StringName>) -> bool

Returns true if the given method name exists in the object.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32

Returns the number of arguments of the given method by name.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool

Returns true if the given signal name exists in the object.

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>

Returns the list of existing signals as an Array of dictionaries.

Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.

pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>

Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:

  • signal is a reference to the Signal;

  • callable is a reference to the connected Callable;

  • flags is a combination of [enum ConnectFlags].

pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>

Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:

  • signal is a reference to the Signal;

  • callable is a reference to the Callable;

  • flags is a combination of [enum ConnectFlags].

pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )

Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.

pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool

Returns true if a connection exists between the given signal name and callable.

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool

Returns true if any connection exists on the given signal name.

Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

pub fn set_block_signals(&mut self, enable: bool)

If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.

pub fn is_blocking_signals(&self) -> bool

Returns true if the object is blocking its signals from being emitted. See set_block_signals.

pub fn notify_property_list_changed(&mut self)

Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.

pub fn set_message_translation(&mut self, enable: bool)

If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.

pub fn can_translate_messages(&self) -> bool

Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.

pub fn tr(&self, message: impl AsArg<StringName>) -> GString

To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions. Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.

pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>

Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.

pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString

To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions. Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.

pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>

Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.

pub fn get_translation_domain(&self) -> StringName

Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.

pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)

Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the queue_free method was called for the object.

pub fn cancel_free(&mut self)

If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.

pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

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impl Bounds for FontFile

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type Memory = MemRefCounted

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for FontFile

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for FontFile

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type Target = Font

The resulting type after dereferencing.
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fn deref(&self) -> &<FontFile as Deref>::Target

Dereferences the value.
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impl DerefMut for FontFile

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fn deref_mut(&mut self) -> &mut <FontFile as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for FontFile

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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

Initialization level, during which this class should be initialized with Godot. Read more
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type Base = Font

The immediate superclass of T. This is always a Godot engine class.
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fn class_id() -> ClassId

Globally unique class ID, linked to the name under which the class is registered in Godot. Read more
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fn inherits<Base>() -> bool
where Base: GodotClass,

Returns whether Self inherits from Base. Read more
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impl Inherits<Font> for FontFile

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Object> for FontFile

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<RefCounted> for FontFile

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Resource> for FontFile

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithSignals for FontFile

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type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>

The associated struct listing all signals of this class. Read more
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impl GodotDefault for FontFile

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Inherits<T> for T
where T: GodotClass,

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const IS_SAME_CLASS: bool = true

True iff Self == Base. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> NewGd for T
where T: GodotDefault<Memory = MemRefCounted> + Bounds,

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fn new_gd() -> Gd<T>

Return a new, ref-counted Gd containing a default-constructed instance. Read more
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impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

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type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T> UniformObjectDeref<DeclEngine> for T
where T: GodotClass<Declarer = DeclEngine>,

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type TargetRef<'a> = Gd<T>

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type TargetMut<'a> = Gd<T>

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fn object_as_ref<'a>( gd: &'a Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetRef<'a>

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fn object_as_mut<'a>( gd: &'a mut Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetMut<'a>